RE: [GD-Windows] Win98 lockup problem
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From: Jon W. <hp...@mi...> - 2003-12-09 19:53:50
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You can get remote (serial) debugging working using the RTERM.EXE executable and the DEBUGGER.EXE serial debugger nub on the target machine. More details in the Win98/ME DDK, which you can still get from Microsoft's DDK download site, although it's not supported. There has been one or two similar problems that I've actually gotten to the bottom of using these tools, but they're rather more frustrating to use than their NT equivalents (WinDBG and, on XP, FireWire remote debugging). What we've found is that automatic resource clean-up doesn't happen on Win98 the same way as it happens on WinXP. Terminating processes will not close file descriptors and release handles in a way that'll let the drivers clean up correctly. We've had to instruct our QA to reboot DOS-based Windows after they've seen one crash. We also had to track resources (handles, contexts, bitmaps, etc) in the program and clean all of them up in atexit() in order to be able to re-launch on DOS-based Windows. It really is a PITA. Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Daniel Vogel Sent: Tuesday, December 09, 2003 11:28 AM To: gam...@li... Subject: [GD-Windows] Win98 lockup problem I'm seeing a problem here where most though not all Win98/ME machines will cause the system to lock up after trying to run another D3D app after Unreal Tournament 2004 exits. The bug is on both ATI and NVIDIA and happens with both DirectX 8.1 and 9.0b but doesn't happen with e.g. Unreal Tournament 2003. I tried running killhelp.exe (which no longer seems to be part of the DirectX 9 SDK) without success - is it supposed to work on a machine with DirectX 9.0b installed? What is interesting is that D3D apps will also crash if I start the game with the OpenGL renderer but not if I pick the software renderer. This means both the OpenGL and D3D renderer must do something that leaves the machine in an unstable state though I can't figure out what. Remotely stepping through the code the app terminates (without a trace and without locking up) in Direct3DCreate8 on second run with the D3D renderer and locks in ChangeDisplaySettings with the OpenGL one. Anyone got any experience tracking down a problem like this? Luckily Win2k was already around when I made the switch from Linux game development to Windows so I'm not too familiar with all the idiosyncrasies of Win98 :) -- Daniel, Epic Games Inc. ------------------------------------------------------- This SF.net email is sponsored by: SF.net Giveback Program. Does SourceForge.net help you be more productive? Does it help you create better code? SHARE THE LOVE, and help us help YOU! Click Here: http://sourceforge.net/donate/ _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU5 |